XVehicles (Network play) (VCTF, VMH, Greed for UT99)

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How you play in XVehicles?

Multiplayer and local play
8
31%
Only Multiplayer
9
35%
Only local play
7
27%
Not play
2
8%
 
Total votes: 26

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EvilGrins
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Re: X-Vehicles (Network play)

Post by EvilGrins »

Bit of a learning curve with those:
Image Image Image Image
· Despite being in the air, there's a kinda Tokyo Drift aspect as they sorta slide to the sides when they turn.
· Getting the hang of aiming that way is gonna be tricky.
· Moving side to side and up and down is only slightly hampered by where my keyboard controls for those are.
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Barbie
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Re: X-Vehicles (Network play)

Post by Barbie »

Got exact 1000 of this in server's log today just after game start (XVehiclesV13):
ucc.init.log" wrote:JeepSDX MH-XV-GiranTown2021v2.JeepSDX0 (Function XWheelVeh.JeepSDX.SetIronBars:0061) Accessed None 'MyWheels'
Yes, only JeepSDX0.

And overall this year until today:

Code: Select all

grep "JeepSDX" ucc.init-2022-*|wc -l
5086
Some more information:

Code: Select all

grep --no-filename "JeepSDX" ucc.init-2022-*|sort --unique
JeepSDX MH-GrandCanyonML2v0.JeepSDX1 (Function XWheelVeh.JeepSDX.SetIronBars:0061) Accessed None 'MyWheels'
JeepSDX MH-GrandCanyonML2v0.JeepSDX2 (Function XWheelVeh.JeepSDX.SetIronBars:0061) Accessed None 'MyWheels'
JeepSDX MH-GrandCanyonML2v0.JeepSDX3 (Function XVehicles.Vehicle.PassengerLeave:0258) Accessed None 'Passengers'
JeepSDX MH-GrandCanyonML2v0.JeepSDX3 (Function XVehicles.Vehicle.PassengerLeave:02D8) Accessed None 'Passengers'
JeepSDX MH-GrandCanyonML2v0.JeepSDX3 (Function XVehicles.Vehicle.PassengerLeave:02E0) Attempt to assign variable through None
JeepSDX MH-GrandCanyonML2v0.JeepSDX3 (Function XVehicles.Vehicle.PassengerLeave:02ED) Accessed None 'Passengers'
JeepSDX MH-GrandCanyonML2v0.JeepSDX3 (Function XVehicles.Vehicle.PassengerLeave:0306) Accessed None 'Passengers'
JeepSDX MH-GrandCanyonML2v0.JeepSDX4 (Function XWheelVeh.JeepSDX.SetIronBars:0061) Accessed None 'MyWheels'
JeepSDX MH-GrandCanyonML2v2.JeepSDX3 (Function XWheelVeh.JeepSDX.SetIronBars:0061) Accessed None 'MyWheels'
JeepSDX MH-XV-ArdenV1.JeepSDX3 (Function XWheelVeh.JeepSDX.SetIronBars:0061) Accessed None 'MyWheels'
JeepSDX MH-XV-GiranTown2021v2.JeepSDX0 (Function XWheelVeh.JeepSDX.SetIronBars:0061) Accessed None 'MyWheels'
JeepSDX MH-XV-GrandCanyonML2v3.JeepSDX1 (Function XWheelVeh.JeepSDX.SetIronBars:0061) Accessed None 'MyWheels'
Received unwanted function ServerPerformPackedMove in JeepSDX MH-XV-GrandCanyonML2v3.JeepSDX4
Received unwanted function ServerPreformMove in JeepSDX MH-GrandCanyonML2v0.JeepSDX2
Received unwanted function ServerPreformMove in JeepSDX MH-GrandCanyonML2v2.JeepSDX4
Received unwanted function ServerPreformMove in JeepSDX MH-XV-ArdenV0.JeepSDX2
Received unwanted function ServerPreformMove in JeepSDX MH-XV-ArdenV1.JeepSDX1
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Gustavo6046
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Re: X-Vehicles (Network play)

Post by Gustavo6046 »

Sometimes when entering and leaving a vehicle, it makes your inventory weapons unusable AND unselectable (unchangeable?). The current workaround requires dropping the bugged weapon and picking it up again.

If the current weapon is undroppable like the Translocator, you'll have to enter the vehicle again to be able to scroll between weapons, then leave again, because you can't change the selected weapon in this bugged state.

@Barbie Instead of 'sort --unique' you can just use the command 'uniq'!
Barbie wrote: Tue Mar 08, 2022 10:46 am Unknown0C for Heli control. :???:
This can happen with foreign keyboards. For instance, the backslash and pipe are their own key in Brazilian keyboards like mine. Thus, binding to backslash requires, if I recall correctly, UnknownC8 (rather than Unknown0C.. hex values I guess? :noidea )

Automatically merged

CTF-XV-Hydro16-v1

Sektor might kill me because of the pathing, but I've been doing XV related edits to CTF-Hydro16. I also did some changes in the level geometry, to make the level more cozy for vehicles.

I also added a few extra items (not just the Fix Gun) because in the original map the bots weren't interested in exploring the crevices of the map a lot, and I wanted to make use of those to place vehicles, so I'd need to give bots an excuse to "wander into" a vehicle's corner. :)

I even had to redo one of the sniper areas because it had disappeared at some point... for some reason... and obviously I had to fix that. Overall quite a bit of work.

This is not the final version, I hope it works fine.

Qm hash on IPFS is QmaG9Y44hcJGymQmq9iRZnsuMAX6xCYhKXSJUcmyRPhjZJ.

Requires X-Vehicles at least v13.
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Re: X-Vehicles (Network play)

Post by Buggie »

Problems with weapons usually caused by aggressive mods. On Normal UT no any problem with that.
For map better make separate topic. With screens.
Last edited by Buggie on Wed Mar 09, 2022 7:24 am, edited 1 time in total.
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Gustavo6046
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Re: X-Vehicles (Network play)

Post by Gustavo6046 »

Oh, okay. Oops!

Also, v1 is already outdated. I'll go make a topic.
"Everyone is an idea man. Everybody thinks they have a revolutionary new game concept that no one else has ever thought of. Having cool ideas will rarely get you anywhere in the games industry. You have to be able to implement your ideas or provide some useful skill. Never join a project whose idea man or leader has no obvious development skills. Never join a project that only has a web designer. You have your own ideas. Focus on them carefully and in small chunks and you will be able to develop cool projects."

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Re: X-Vehicles (Network play)

Post by Buggie »

Code: Select all

JeepSDX MH-GrandCanyonML2v0.JeepSDX3 (Function XVehicles.Vehicle.PassengerLeave:0258) Accessed None 'Passengers'
JeepSDX MH-GrandCanyonML2v0.JeepSDX3 (Function XVehicles.Vehicle.PassengerLeave:02D8) Accessed None 'Passengers'
JeepSDX MH-GrandCanyonML2v0.JeepSDX3 (Function XVehicles.Vehicle.PassengerLeave:02E0) Attempt to assign variable through None
JeepSDX MH-GrandCanyonML2v0.JeepSDX3 (Function XVehicles.Vehicle.PassengerLeave:02ED) Accessed None 'Passengers'
JeepSDX MH-GrandCanyonML2v0.JeepSDX3 (Function XVehicles.Vehicle.PassengerLeave:0306) Accessed None 'Passengers'
I not really how can this happen. Code guarded in "if" check for None.
Possible recursive call PassengerLeave.

Automatically merged

Also for lost inventory bug I need exactly steps for reproduce, because currently can not narrow bug.
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Re: X-Vehicles (Network play)

Post by Old UT Veteran »

A variant of the siege/onslaught gametype would also work nicely since we have functional vehicles. Instead of items + fortifications, we can use vehicles to 'destroy' the enemy base.
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Re: X-Vehicles (Network play)

Post by Buggie »

You can play Siege here: https://www.gametracker.com/server_info ... 2:7760/[hr][/hr]

Automatically merged

v14

- Finally fix weird crash of UMesh::GetFrame. (Thanks to Anth!)
- Fix Infinite script recursion crash instroduced in previous build.
- Fix aim mark on network for heli.
- Add heli to test map.
- Fix bots attraction to vehicles.
- Faster rotate rotors for heli.
- reduce heli acceleration.
- fix flood in log from JeepSDX IronBars.
- try fix issues with suicide command on some servers.
- try fix lost inventory issue.
- new "flicker-free" network sync code.
- better handle xZones on network.
- disable bugged replacement for hitscan weapons.

Updated at first post: viewtopic.php?f=34&t=14936
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OjitroC
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Re: X-Vehicles (Network play)

Post by OjitroC »

If I set the vehicles/factories to no team (that is to 255), I get this log error

Code: Select all

CybotHelicoFactory2 (Function XVehicles.VehicleFactory.Timer:01AB) Accessed array 'TeamOverlays' out of bounds (255/4)
That doesn't affect what happens in-game as the vehicles have no team assigned.

This setting in the XVehicles.ini doesn't seem to work

Code: Select all

[XVehicles.DriverWeapon]
UseStandardCrosshair=True
I set that to True as I was hoping to get rid of the red dot in the CybotHelico's crosshair as it obscures small ground targets (single pawns).
Buggie
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Re: X-Vehicles (Network play)

Post by Buggie »

Just use team 0-3 with disabled team lock. 255 not allowed here.

Red dot can not disable. And this setting moved and not work anymore.
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OjitroC
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Re: X-Vehicles (Network play)

Post by OjitroC »

Any plans to improve the alignment of the red dot and the centre of the crosshair for off-line play with the CybotHelico? Firing downwards from certain angles can be inaccurate (projectiles may go to the centre of the crosshair rather than the red dot or vice versa and it's a matter of trial and error to determine which is the case in any given situation) as they are sometimes not aligned.
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Re: X-Vehicles (Network play)

Post by Buggie »

In fact I already fix that for next release. So wait when I able upload it.
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Re: X-Vehicles (Network play)

Post by papercoffee »

Feralidragon wrote: Tue Mar 08, 2022 12:25 am @papercoffee: Remember years ago when I released NW3, that you thought it would be cool to be able to guide the cybot helis?
Well, not 100% the same, but see above. :mrgreen:
Very close indeed :mrgreen:
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Re: X-Vehicles (Network play)

Post by Buggie »

v15

- fix throw too far small things on bump.
- fix use teams out of range on factories.
- more precise red aim mark.
- more precies calculate gun rotation.
- drop old vehicles from package, for reduce size for 3 MB.

Updated in the first post: viewtopic.php?f=34&t=14936
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EvilGrins
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Re: X-Vehicles (Network play)

Post by EvilGrins »

I like that you brought back the ability to run over players on other teams to make them into roadkill in v14.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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